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Posted: Mon Apr 17, 2006 9:51 am
Reddemon Lt. Brookman Reddemon Lt. Brookman Now now, we all have our own opinions on which weapon is best for which situation. The Broadside is one of the best heavy support choices for the Tau Empire, couple it with the advanced stabilistation system and we got a winner. Nothing says "DIE!" like a twin-linked railgun system. Granted, the Piranha is in my eyes best used as a seeker missile platform that just hangs back until the missiles are fired, only to then engage the enemy in something best described as "get their attention by running around in your underwear and act like a chicken". Personally, I figure the Piranha would also do well taking out your opponets armour from behind True, the Piranha is basically a Land Speeder, but with a somewhat better armour value and access to the Tau vehicle armoury, which is what makes it really great. Besides, skimmers such as the Piranha and Land Speeder are more or less meant to n** in from the rear or flanks, using them in a frontal assault would be rather silly. Unless your facing a tankless low armour save army 3nodding Aye, though the Piranha is bolter proof, so to say. So it can take on marine squads as well with some success.
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Posted: Mon Apr 17, 2006 9:57 am
hotwaxonlobsters ][ Typo Demon ][ hotwaxonlobsters Fusion Blaster is no longer 12 inch? Well in any case, it is 9 inches to be an effective tank killer. I'd rather have three turns of shooting then three turns of moving just to get in range. ummm piranha are skimmer, they can move 12 then shoot for 12....things they attack are rarly left standing so there is no fear of getting shot at back unless there are many grouped together. plus in an emergancy they can move 24 inches..... So the Fusion Blaster is still a 12 inch range? Never mind, your not getting the point. The only time when it is more effective then a Railgun is when it hits its 2d6 armor pen at 6 inches. Lets say we both have a target across the board, 72 inches away. You move 24 inches, I take a shot. You move another 24 inches, I take a shot. You move 12 inches to take a potshot outside of your 2d6 range, I take a shot. You move anotehr 12 inches to blow it to bits with 2d6, I take a shot. See that? I've taken three shots before you even get into 2d6 range. At str 10 I'll have blow that thing away. Not only that, but you are moving right into the enemy's gunsights. The closer you get, the more the enemy vehicle can shoot back. I'll take twinlinked railguns, thanks. why are the piranha 72 inches away, you should be shooting with them for a potshot at 12 first turn, and within 6 second. they deploy LAST long after anythign you want to kill with them. you oponent usually looks for better targets to hit to, and if they dont, then all the better less fire towards thigns more useful
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Posted: Mon Apr 17, 2006 4:13 pm
][ Typo Demon ][ hotwaxonlobsters ][ Typo Demon ][ hotwaxonlobsters Fusion Blaster is no longer 12 inch? Well in any case, it is 9 inches to be an effective tank killer. I'd rather have three turns of shooting then three turns of moving just to get in range. ummm piranha are skimmer, they can move 12 then shoot for 12....things they attack are rarly left standing so there is no fear of getting shot at back unless there are many grouped together. plus in an emergancy they can move 24 inches..... So the Fusion Blaster is still a 12 inch range? Never mind, your not getting the point. The only time when it is more effective then a Railgun is when it hits its 2d6 armor pen at 6 inches. Lets say we both have a target across the board, 72 inches away. You move 24 inches, I take a shot. You move another 24 inches, I take a shot. You move 12 inches to take a potshot outside of your 2d6 range, I take a shot. You move anotehr 12 inches to blow it to bits with 2d6, I take a shot. See that? I've taken three shots before you even get into 2d6 range. At str 10 I'll have blow that thing away. Not only that, but you are moving right into the enemy's gunsights. The closer you get, the more the enemy vehicle can shoot back. I'll take twinlinked railguns, thanks. why are the piranha 72 inches away, you should be shooting with them for a potshot at 12 first turn, and within 6 second. they deploy LAST long after anythign you want to kill with them. you oponent usually looks for better targets to hit to, and if they dont, then all the better less fire towards thigns more useful Ok, very hard to read. What I think you said is: "Why are the Pirahnas 72 inches away? You should be shooting at 12 inch range first turn and at 6 inch range second turn. They deploy last." Ok, but again you are missing the point completely. My point is that I've taken 3 twin-linked shots when you've taken one. I don't understand your argument here.
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Posted: Mon Apr 17, 2006 6:52 pm
hotwaxonlobsters ][ Typo Demon ][ hotwaxonlobsters ][ Typo Demon ][ hotwaxonlobsters Fusion Blaster is no longer 12 inch? Well in any case, it is 9 inches to be an effective tank killer. I'd rather have three turns of shooting then three turns of moving just to get in range. ummm piranha are skimmer, they can move 12 then shoot for 12....things they attack are rarly left standing so there is no fear of getting shot at back unless there are many grouped together. plus in an emergancy they can move 24 inches..... So the Fusion Blaster is still a 12 inch range? Never mind, your not getting the point. The only time when it is more effective then a Railgun is when it hits its 2d6 armor pen at 6 inches. Lets say we both have a target across the board, 72 inches away. You move 24 inches, I take a shot. You move another 24 inches, I take a shot. You move 12 inches to take a potshot outside of your 2d6 range, I take a shot. You move anotehr 12 inches to blow it to bits with 2d6, I take a shot. See that? I've taken three shots before you even get into 2d6 range. At str 10 I'll have blow that thing away. Not only that, but you are moving right into the enemy's gunsights. The closer you get, the more the enemy vehicle can shoot back. I'll take twinlinked railguns, thanks. why are the piranha 72 inches away, you should be shooting with them for a potshot at 12 first turn, and within 6 second. they deploy LAST long after anythign you want to kill with them. you oponent usually looks for better targets to hit to, and if they dont, then all the better less fire towards thigns more useful Ok, very hard to read. What I think you said is: "Why are the Pirahnas 72 inches away? You should be shooting at 12 inch range first turn and at 6 inch range second turn. They deploy last." Ok, but again you are missing the point completely. My point is that I've taken 3 twin-linked shots when you've taken one. I don't understand your argument here. How in the ******** do you get a twin linked Rail gun upon a tank baring VDR?
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Posted: Mon Apr 17, 2006 10:33 pm
Reddemon How in the ******** do you get a twin linked Rail gun upon a tank baring VDR? VDR? Who said anything about me putting twin linked Rail guns on a tank? I was talking about using broadsides.
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Posted: Tue Apr 18, 2006 11:49 am
hotwaxonlobsters Reddemon How in the ******** do you get a twin linked Rail gun upon a tank baring VDR? VDR? Who said anything about me putting twin linked Rail guns on a tank? I was talking about using broadsides. Then 2d6 armour pen makes up for s**t all agiansts broadsides. You said he had to get into range for the 2d6.
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Posted: Tue Apr 18, 2006 12:33 pm
Reddemon hotwaxonlobsters Reddemon How in the ******** do you get a twin linked Rail gun upon a tank baring VDR? VDR? Who said anything about me putting twin linked Rail guns on a tank? I was talking about using broadsides. Then 2d6 armour pen makes up for s**t all agiansts broadsides. You said he had to get into range for the 2d6. I have no idea what you're saying here. Regardless, the Piranha doesn't really have it's own niche in the Tau list except as last minute objective takers. The other major use for them, taking out hidden enemy artillery, can be handled by deep striking suits/drones. The one advantage that the Piranhas have over Broadsides is that with a 12" move and fire, or a 24" move, they can chase down other tanks and things that you normally wouldn't get to fire at, like Eldar Falcons with a CTM or artillery out of LOS. The other advantage is that the Piranha comes out of our little used Fast Attack slot, so it's likely you can take them as well as your Hammerheads/Broadsides.
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Posted: Wed Apr 19, 2006 12:37 am
hotwaxonlobsters So the Fusion Blaster is still a 12 inch range? Never mind, your not getting the point. The only time when it is more effective then a Railgun is when it hits its 2d6 armor pen at 6 inches. Lets say we both have a target across the board, 72 inches away. You move 24 inches, I take a shot. You move another 24 inches, I take a shot. You move 12 inches to take a potshot outside of your 2d6 range, I take a shot. You move anotehr 12 inches to blow it to bits with 2d6, I take a shot. See that? I've taken three shots before you even get into 2d6 range. At str 10 I'll have blow that thing away. Not only that, but you are moving right into the enemy's gunsights. The closer you get, the more the enemy vehicle can shoot back. I'll take twinlinked railguns, thanks. The main problem with this line of reasoning is that it's entirely theoretical. Very, VERY rarely are you going to have the situation which you describe, as you'd have to be on one of the short board edges, firing at the other short board edge, with no intervening terrain at all, and the target would have to be unmoving as well. Generally, the Broadsides' advantage is negated by the large amount of terrain that is scattered across the board, limiting thier effective range to less than 72", the fact that you generally deploy in the long board edges so you won't be using that 72" range very often, and the fact that your targets move, so you usually get only one, or two shots max with Broadsides before they can't see the target because it's taken cover behind some terrain.
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Posted: Wed Apr 19, 2006 7:32 pm
ok i will let you in on a little secret about the incedableness of piranha that might get you called cheesy and such but its perfectly legal....
what you do is suround a transport carrying precieous high point cargo with your piranha and th gun drones that come with them (by suround i mean block all exits) then kill off the tank (or just do somethign thats penetrating) this forces the oponents modles to disembark, and since they cant because all teh exits are blocked they now die instantly. piranha are going to be more and more mainstrem tau as we figure out more and more ways to abuse them. they have a 4inch unit coherancy so if yoru lucky you can even get a singe squad blocking all exits but really on a tank that has 3 exits you only need 2 piranha, one blocks back and another a side, then teh gun drones block the other.
now tell me piranha are useless....and if you still think so try the tactic out and enjoy the look on yoru oponents face when his entire HQ squad just go eliminated because of a few piranha....
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Posted: Wed Apr 19, 2006 7:41 pm
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Posted: Thu Apr 20, 2006 7:00 pm
you can hide from a railgun, you CANT hide from a piranha, ive tested them many times now and im getting 3 the day they come out for my 1500pt army, they are great at killing anything that you need dead. im not saying completly remove all broudsides and replace them with piranha, im jsut saying that they make a good suplement so that youdont need as many broudsides (im more mech tau so its important to be able to move) i also think i forgot to mention that you can deliver some pretty nice squads of drones right up to teh enimy and harrass them. and take on rear armour of vehicles. fusions are were its at. its surprizingly not hard to get into range for the weponry
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Posted: Thu Apr 20, 2006 8:16 pm
Alright. You have your play-style, and I have mine. Personaly, I like to move into firing range and establish a fortified position. Just sit and shoot.
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Posted: Fri Apr 21, 2006 2:01 am
Hmmm. Aight guys. I have decided to make a Pathfinder army. so my fast attack slots are all three pathfinders and the army is all mechanized (lots of devilfish), so im sitting down and thinking about my heavy slots and my first thoughts are all skyrays, but then i thought that 18 additional seeker missiles is a bit excessive and as great as they are, they are only str 8 and ap3..... so i was thinking how many hammerheads whould i take? 1 or 2? Next question was my elite choices stealth teams or crisis teams.
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Posted: Fri Apr 21, 2006 7:41 am
My recomendation: Go with 2 Hammerheads. You'll only need 1 Skyray if you put seeker missiles on every other vehicle you have as well. Considering all your Fire Warriors are going to be Devilfish mounted, as with your three Pathfinder teams, that is a great deal of seeker missiles already. For Elites, go with 1 Stealth team, and the rest as Crisis. Yeah, Burst cannons are good, against soft infantry targets. You'll need your Crisis teams to tackle squads of terminators and tyranid warriors. But don't arm any of them with Burst cannons! You'll have enough of those already, what with a Stealth team and a ton of Devilfish. Plasma rifles will help you deal with those high-armor save baddies. A flamer here and there can support your infantry or protect you from assaults. Missile pods are basicaly Autocannon with 12 inches cut off their range and Assault as their fire type, so be sure to make use of them. You may not need a Fusion Blaster, seeing as you've got Hammerheads, but if you feel like you need one then put em on your Stealth team. Consider shield generators, if you don't feel like twin-linking something, they'll help you survive a bit longer. One more thing. If I where you, I'd put Marker Lights on any unit that can have them. Especialy your Fire Warrior Shas'ui.
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Posted: Fri Apr 21, 2006 1:37 pm
Id say take 1 hammer head & take a sniper drone team. With the 3 controlers & their 3 drones each, itl help put down any marines that decide to get into your cross hairs. Deploy 1 on each conner of your deployment zone & the third in the middle. Keep their heads down with suppressive fire
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